The Third Reich
    by Michael Jeszenka michael@jeszenka.com
			http://civ2.jatek.net

    !Comments welcome!



***If there is a scroll bar is on the bottom then go to edit and select word wrap***


Requires Fantastic Worlds to play.


INSTRUCTIONS-

Thanks to John Petroski's great idea, I was able to simulate winter. That is why you have two sets of terrain. When it November, rename the winter terrain to terrain1.gif and terrain2.gif. Make sure the regular terrain is renamed to something else before. Change it back at the beginning of April.

Before you start your scenario you need to set up the events. If you are going to play as the Axis then rename the Axisevents.txt file to events.txt. If you are the allies then rename alliedevents.txt to events.txt.

Installation-

Create a folder in the scenario sub-directory of you civilization 2 game. Unzip all files into that folder. Make a folder inside that called "Sound". Unzip all sounds into that folder.

The files that are included:

Advice.txt
Allied.scn
Allied.txt
Alliedevents.txt
Axis.scn
Axis.txt
Axisevents.txt
Cities.gif
Credits.txt
Game.txt
Icons.gif
Labels.txt
People.gif
RReadme.txt
Rules.txt
Terrain1.gif
Terrain2.gif
Title.gif
Units.gif
Winter1.gif
Winter2.gif



                    CONTENTS
                    
                Special Notes
                Introduction

                ****The Axis****
                    Technology
                    Wonders
                    City Management
                    Alliances
                    Units
                    Strategy

                ****The Allies****




SPECIAL NOTES-
No government switching, no pollution, no tech from conquest. There are invisible walls that make certain parts of the map obsolete so the AI won't waste time there. If you are looking all the events, all of those create unit commands are to make the AI conduct campaigns against you.
                    


INTRODUCTION-
The Third Reich contains two scenarios that simulate WW2 in Europe. I have put much time into this project to make sure it is as historically accurate as possible. There have been many complaints as to the lengths of the turns. The turns may be extremely long but you can accomplish a lot. This scenario involves a great deal of strategy so it includes many types of units for different situations. Every unit has a strength and a weakness and this must be taken into account. In this readme I explain about the units so you familiarize yourself.

I am not intending this to be the only WW2 scenario that is worthy of play just one that is considered with high regards. There are many other great WW2 scenarios on the internet such as "New Germany", "Axis & Allies" and "World War Two: The European Theater".

As I said in the first paragraph, the most important detail of my scenario is historical accuracy and strategy. There are many things that may be considered "abnormal" in this scenario to preserve these features, such as impassible terrain. The Third Reich does not offer much in changing the events of war but rather face the same situations and battles that actually happened in history and accomplish what the real leaders did and succeed where they failed. That is what stands this scenario out from all the others, is the fact that the AI will conduct realistic campaigns against you. If you are looking at the events.txt file and are wondering what is the significance of those create unit actions, well they accomplish the campaigns. Don't be surprised if you play as the Axis and find the Allies land in North Africa, move their way to Italy, invade Normandy and eventually attack Germany itself. That is what is supposed to happen. No other current WW2 scenario has this feature.

If you are upset about the length of turns, play the allied scenario. Their turns take around 10 minutes each and the Axis turns take me 30 minutes.



**********************************PART ONE: AXIS********************************




TECHNOLOGY-


It is very important to be involved with research. Without research, your tanks and airforce will fall behind in quality. One upgrade from the previous one won't make much a difference, but from the best tank you can build to the ones you start off with there is a HUGE difference.

-Axis Techs-

Panzer Improvement (you start off researching this) - Panther Tanks - Tiger Tanks
Bomber Improvement - Rocketry
Bomber Improvement - Jet Technology

-Special Technologies-
There is a technology that the Axis gets when it is triggered. It is called Economy strain and it makes several things obsolete, simulating the strain on Germany's economy towards the end of the war.

WONDERS

The Axis have several wonders:

WONDER                   ORIGINAL                     OBSOLETE
U-Boat Headquarters      Lighthouse                    No
S.S. Headquarters        Apollo Program                Yes
Nazi Propaganda          King Richard's Crusade        No
German Industry          Hoover Dam                    Economy Strain
Brandenburgh Gate        Great Wall                    Yes
Gaussian School          Copernicus Observatory        No
Einstien's College       Isaac Newton's College        No
Leonardo's Workshop      Da Vinci's Workshop           Yes
Nazi Rallies             Sun Zu's Academy              Yes


CITY MANAGEMENT

All Axis cities start out building what they should, and for the most efficient means of production. I have taken care of that for you. However, when you conquer a city, make it interesting and have them build concentration camps to make the scenario realistic. Most cities you conquer will only give you around 5 shields, taking forever to build a unit. Change entertainers to tax collectors. You start out paying more than your income, and the only way that is going to change is by tax collectors and concentration camps. When the end of the war comes around, and you are at the size you are on now, effects on Germany's economy will take place like the selling off of factories and manufacturing plants.


ALLIANCES


You start off allied with many people. This avoids conflict until the appropriate date. So don't worry if it says you are allied with the U.S.S.R., you won't be forever.



UNITS

Here are the units the Axis has:

Unit               Role              Prequistite         Obsolete

Labor Force        Settle            Human Tech          Never
Mch. Gun Nest      Defense           No                  Never
Partisans          Defense/Attack    Guerilla Warfare    Never
S.S.               Defense           No                  Never
Italians           Defense/Attack    No                  Never
Paratroopers       Attack            No                  Never
Gestapo            Attack            Dictatorship        Never
Anti-Tank Gun      Defense           No                  Never
Field Marshal      Attack            No                  Never
A.A. Gun           Defense           No                  Never
S.A. Battalion     Attack            Axis Tec            Economy Strain
Wehmarcht          Defense           Axis Tech           Economy Strain
Homeguard          Defense           Economy Strain      Never
Pzr Grenadiers     Attack            Axis Tech           Economy Strain
Panzer Kw I        Attack            Axis Tech           Improved Panzers
Panzer Kw III      Attack            Improved Panzers    Panther Tanks
PKw V Panther      Attack            Panther Tanks       Tiger Tanks
Royal Tiger        Attack            Tiger Tanks         Never
75mm Gun           Attack            Human Tech          Never
105mm Gun          Attack            Machine Tools       Never
Ju.87 Stuka        Attack            Axis Tech           Never
Me.109             Air Superiority   Axis Tech           Jet Technology
He.111             Attack            Axis Tech           Bomber Improvement
Hs.129B-1          Attack            Bomber Improvement  Never
Me.262A            Air Superiority   Jet Technology      Never
Destroyer          Naval Superiority Electricity         Never
Cruiser            Naval Superiority Economics           Never
Battleship         Attack            Corporation         Never
Transport          Sea Transport     Industrialization   Never
U-Boat             Naval Superiority Axis Tech           Never
V-2 Rocket         Attack            Rocketry            Never
Freight            Trade             Human Tech          Never
Death Camp         Defense           No                  Never


As you can see from above, research is needed! Now I will briefly explain each unit.



-Labor Force- Settlers.

-Mch. Gun Nest- Good defensive unit.

-Partisians- Appear when one of your original cities is conquered, just like the originals.

-S.S.- The Nazis had three types of secret police, S.S. being Hitler's personal guard who paid allegiance directly to him and Himmler. These guys are dressed in black and have the skull as their symbol to represent their willingness to blindly kill for their leaders. Pure evil!

-Italians- Little weaker than your Wehmarcht, they are in the areas where Italy fought. You might seem surprised to find none in Italy itself (except Turin) but when the allies landed in Sicily they surrendered without a fight. However, German troops fought on.

-Paratroopers- You can't build them, to prevent an overload in amounts.

-Gestapo- Another type of secret police. These were the guys who you see in WW2 films running through the cities collecting Jews. These guys should be used for attacking Partisians, because they have good attack and bad defense for an infantry unit.

-Anti-Tank Gun- These best defensive unit, cannot be built but are received through events.

-Field Marshal- Very good unit that cannot be built. Irreplaceable.

-A.A Gun- Best unit for defending against air units. Received only through events.

-S.A. Battalion- The S.A. was the third type of secret police but not nearly as important in acting as it. They were mostly involved in the military and pretty much lost their role as the secret police in the 20s when Hitler created the S.S. This is better for attacking than the Wehmarcht but less on defense. Good for taking out Partisians and other ground units.

-Wehmarcht- Wehmarcht was the German ground forces, so I named the basic infantry after it. Ok on defense and attack.

-Homeguard- Old men and boys in the military serve in the Homeguard ranks. These troops are very inexperienced and due to the position Germany is in when they begin service, they have little loyalty. All this contributes to their extremely weak attack and defense.

-Pzr Grenadiers- Other types of infantry move 2, because many times they had access to vehicles that they could obtain from local cities and villages without protest (nobody had the guts to!). These troops are produced with the all terrain vehicles in an attempt to mobilize the infantry corps. Since trucks are easy targets then men ducking in the grass, it has less attack and defense then Wehmarcht, but more mobility and an increased in cost.

-Panzer Kw I- The first German tank, weak but can get the job done. After France is conquered you are going to want garrison most of these in Africa or the Balkans. They should only be used to get Operation Barbarossa (Russian invasion) started. Once they run into the Soviet 7-34/76's you will experience trouble.

-Panzer Kw III- The next German tank that you can build (I skipped the Panzer II). Ship all of these directly to Russia, where they will be in great demand.

-PKw V Panther- The tank developed to take out the T-34/76. Very good.

-Royal Tiger- The most powerful tank produced in WW2. Unfortunately they cost a lot to build and will take a bit of research until they are available.

-75mm Gun- The weaker artillery, use it whenever possible. Because of low mobility these opportunities will be few.

-105mm Gun- The stronger artillery, same role as the 75mm Gun.

-Ju.87 Stuka- A great aircraft unit that will serve you will. They are the only aircraft that has to end its turn in a city. Believe me it is an advantage.

-Me.109- The highest produced aircraft during WW2. Fighter unit as good as the Spitfire.

-He.111- Your bomber, can be advanced.

-Hs.129B-1- The improved bomber.

-Me.262A- The first Jet ever, very powerful. It will give you a tremendous air advantage.

-Destroyer- Normal destroyer.

-Cruiser- Normal cruiser.

-Battleship- Normal battleship.

-Transport- Normal transport.

-U-Boat- The German submarine unit. Intercept vessels bound for the continent with them.

-V-2 Rocket- The most effective German rocket in WW2 that did much damage to Britain.

-Spy- Only you can build the spy but not all the options are available.

-Freight- Just incase you want to improve trade if you find the time.

-Death Camp- Pure evil! When this is killed you lose lots of money. Other than that it has no purpose except to kill political opponents, which have no effect in Civ2.



STRATEGY

I don't want to ruin anything, but due to the complexity of this scenario a little help will be needed to get you started.

You need to clearly figure out your objectives, no not cities that are marked objective but strategically important cities. On you first turn, to ensure an easy victory over France, the following towns must be conquered:
Dijon
Reims
Paris
Le Harve
Cherbourg
Brest

Due to events, these towns will be getting reinforcements every turn and if they are subdued you will suffer massive casualties. Calais is where most of the British army, because Calais is near Dunkirk. What the Allies do with this army is unpredictable. They might ship it back to England, sit there with it or suicide it against you. You need to protect your army by any means. Suggestions are fortifying infantry around Calais or station fighters around the area. Fighters don't always need to be used for attacking, use them to clog roads and such. You will not be able to safely conquer France in one turn. In the first turn, get your artillery into France where there are railroads. They will easily mop up any remaining cities.

When attacking cities, send your bombers to the cities on rivers or terrain stronger than grassland. If there is a fighter station in a city, ignore it with bombers. If it is a Spitfire than you can send two or three fighters against it and it should be killed. If it is the P-47 then don't!
Stukas are the best thing for attacking cities. They don't end their turn when they attack, but they aren't good on long ranged missions unless there is an occupied city nearby. When a Stuka is on red then get it away from the action.
Panzers are alright for attacking, but go with the Stukas first. Stukas are great on units outside cities too.
When a city is captured, you need to take out the Partisians with Panzer Grenadiers, S.A. battalions and Gestapo. Gestapo should be used on the toughest terrain, then S.A. then Grenadiers.
Wehmarcht you be used for occupation. All infantry is unique in that it costs no upkeep. S.S. are great defenders, but they cannot be built.


**********************************THE ALLIES**************************************


Unlike many WW2 scenarios out there, the allies are playable in this. This scenario is not designed to compete with them but rather for the enjoyment of you and I, that is why the allies are playable. They have their own scenario that starts off at a different time than the axis and a different situation. Select the Allied scenario to play as them.


TECHNOLOGY-


It is very important to be involved with research. Without research, your tanks and airforce will fall behind in quality. One upgrade from the previous one won't make much a difference, but from the best tank you can build to the ones you start off with there is a HUGE difference.

-Allied Techs-

Radar (you start off researching this)
U.S. Intervention - Pershing Tanks

-Special Technologies-
There is a technology that the Allies gets when it is triggered. It is called U.S. Intervention and you get it early in the game. It makes several units obsolete but adds new and better U.S. units such as the carrier and Sherman tank.


WONDERS

The Allies have several wonders:

WONDER                       ORIGINAL                 OBSOLETE
White House                  Hanging Gardens          Never
Great Library                Great Library            Yes
Big Ben and Parliament       Marco Polo               Never
London Bridges               Magellan                 Never
B.B.C.                       Adam Smith's             Never
Statue of Liberty            Statue of Liberty        Yes
Woman's Suffrage             Woman's Suffrage         Never


CITY MANAGEMENT

The Allied cities start off building what they should from my opinion. During the course of the war you will need to change them. More aircraft will be needed in Britain at the beginning of the war as to later. The U.S. is building a navy but you will need to change that when they intervine. You decide what is best.


UNITS

Here are the units the Axis has:

Unit               Role               Prequistite        Obsolete

Labor Force        Settle             Human Tech        Never
Mch. Gun Nest      Defense            No                Never
Marines            Attack             No                Never
Partisans          Defense/Attack     Guerilla Warfare  Never
Paratroopers       Attack             No                Never
Anti-Tank Gun      Defense            No                Never
M15A1 Vehicle      Attack             Allied Tech       Never
Churchill          Attack             Allied Tech       Cruiser Tank
A.A. Gun           Defense            No                Never
75mm Gun           Attack             Human Tech        Never
105mm Gun          Attack             Machine Tools     Never
SBD Dauntless      Attack             U.S. Intervention Never
Spitfire           Air Superiority    Allied Tech       U.S. Intervention
Lancaster          Attack             Allied Tech       U.S. Intervention
P-47D              Air Superiority    U.S. Intervention Never
B-17E              Attack             U.S. Intervention Never
Destroyer          Naval Superiority  Electricity       Never
Cruiser            Naval Superiority  Economics         Never
Battleship         Attack             Corporation       Never
Flattop Carrier    Sea Transport      U.S. Intervention Never
Transport          Sea Transport      Industrialization Never
Colonial Inf.      Defense            Colonial Tech     Never
Freight            Trade              Human Tech        Never
GIs                Attack             U.S. Intervention Never
M4A3 Sherman       Attack             U.S. Intervention Pershing Tank
General            Attack             No                Never
Me.26 Pershing     Attack             Pershing Tank     Never
Cruiser Mk V       Attack             Cruiser Tank      U.S. Intervention


As you can see from above, research is needed! Now I will briefly explain each unit.

-Labor Force- Settlers.

-Mch. Gun Nest- Good defensive unit.

-Marines- The purpose of this unit is to help out the AI when they are the Allies.

-Partisians- Appear when one of your original cities is conquered, just like the originals.

-Paratroopers- You can't build them, to prevent an overload in amounts.

-Anti-Tank Gun- These best defensive unit, cannot be built but are received through events.

-M15A1 Vehicle- Mobilized infantry, costs more and moves faster. Good for taking out Partisians.

-Churchill- The first allied tank the appears in this scenario. If you play as the Allies you will not see this unit because it was too early.

-A.A Gun- Best unit for defending against air units. Received only through events.

-75mm Gun- The weaker artillery, use it whenever possible. Because of low mobility these opportunities will be few.

-105mm Gun- The stronger artillery, same role as the 75mm Gun.

-SBD Dauntless- The allied dive-bomber developed by the U.S. in retaliation to the Stuka. Very good aircraft because of it's ability to attack more than once per turn and cannot be intercepted.

-Spitfire- The British fighter that was very effective in the war. These should be your top priority for the first couple of turns to protect your island.

-Lancaster- The British bomber made obsolete by the better "flying fortress".

-P-47D- The "Thunderbolt". U.S. plane that will help you out in clearing the Atlantic of U-Boats because they can see them.

-B-17E- The "Flying Fortress". Best allied bomber you can build.

-Destroyer- Normal destroyer.

-Cruiser- Normal cruiser.

-Battleship- Normal battleship.

-Flattop Carrier- Make-shift carrier that the U.S. used in the Atlantic for clearing out subs.

-Transport- Normal transport.

-Colonial Inf.- Your defensive infantry. Not as good as the U.S., German and Soviet infantry.

-Spy- Only you can build the spy but not all the options are available.

-Freight- Just incase you want to improve trade if you find the time.

-GIs- Ground Infantry, the grunt of the military. Cheap and effective.

-M4A3 Sherman- A U.S. Medium tank that was used commonly throughout the Africa and European theaters.

-Me.26 Pershing- The U.S. Heavy tank. The only thing that has a fighting chance against the supreme Royal Tiger.

-Cruiser Mk V- This is the British tank that you start out with. Not spectacular but it can get the job done.


STRATEGY

I don't want to ruin anything, but due to the complexity of this scenario a little help will be needed to get you started. I won't tell you how to attack or defend, but where and what.

When you start out, nothing can really be accomplished on your first turn. You helplessly watch the Germans blacken the skies over England. Although they swarm you, they suffer massive casualties. There are ways to make it so that these raids are completely ineffective. One is to have at least 1 spitfire in every town, plus interceptors. I won't tell you how to conduct your dog-fights, you can figure that out on your own. When you muster together some bombers you should start raiding Germany. The fighters are positioned in Normandy and if you strike deep you will be ignored for the most part. Needless to say that 4 bombers attacking each turn unharassed can do some damage.

In Africa, Tobruk is undersiege by Rommel. There is a 50/50 chance that this city will remain in your hands, just depends on luck. The key to defeating the Afrika corps is with airforce. In any theater, if you have the air advantage you have the advantage period.

You will lose if Alexandria, London or Moscow is captured by the Axis. The first two you can prevent, but the last you can only to a little to stop. Because Germany is facing only a major land war in Russia, that is where their attention is focused. Egypt is a stalemate so they don't have to worry much there. When the U.S. jumps into the war, you need to make as many fronts for the Axis to fight as possible so tension is eased against the U.S.S.R. Any ideas yet? Your options are Africa, Italy, Greece and Normandy. Which one sounds convenient?

Watch out for fortifications. You never have to attack them, but they are everywhere. You will find them on the Normandy coastline as the "Atlantic Wall". You will suffer heavily if you try to take these out. They can be destroyed if the homecity is conquered. The fortifications around Cherbourg are supported by Rome, and the others are from various French cities. This is to preserve historical accuracy so you don't land D-Day in Holland or North Germany (successfully). It also makes Italy a more important target. Not only does it ease pressure on the Soviet front but on the Atlantic front too. The fortifications in Germany are on the Rhine cities and the coast. The coastal batteries won't be destroyed until the Rhine cities are conquered. The Rhine batteries won't be destroyed until Holland is conquered. So if you conduct aerial raids, avoid these cities and Berlin.

D-Day you will conduct eventually, whether it is June 1944 or June 1942 is up to you. Conduct it on Cherbourg where it really happened. The allies have weaker defense there. Be sure you have enough forces to back yourself up because the axis will violently respond.